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Wu Phat
Caro.
42
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Posted - 2014.08.01 12:14:00 -
[1] - Quote
First purposed idea of this forum post will be about supers. Remove there immunity to electronic warfare except to non-interdiction methods, but buff there base stats.
Next purposed idea is take a look at Jamming and how it accomplishes it's end goal. For what I know right now, stems from pervious use of jamming ships. If I was in a falcon, and attempted to jam a battleship and failed, and a fleet member in a blackbird tried as well, and failed, nothing helped ether of use working as a group to jam this battleship. But why, because it's a game of chance, hit and miss. But what if jamming had an over time de-buff effect that applyed when you missed and lasted the cycle time of the missed module. Again I am in a falcon and attempt to jam a battleship, and miss but 50% of the total points applied to the target battleship reduces it's over all sensor strength while my modules finish there missed cycle. Now that the battleship sensor strength is lowered my fleet member in a blackbird has a higher chance to get off a jam for a brief second.
To keep something like this balanced, I would increase the cycle time on jammers and reduce there strength some what.
My last purposed idea will be on t1 ammo. Lets get naked with this. People only use the highest damage or ranged ammo if they can't use the t2 version ammo at any given time. Umm that's a problem. Again the ammo them selves work but a secondary effect would be nice. Lets look at hybrid small. The middle ground ammo is Lead, the highest and most used is Antimatter, and the longest ranged is Iron. How about this, from Plutonium to lead ammo would get the added effect of negating a ships over all resistance. Plutonium would get the least amount of penetration power because it does the most damage, and lead would get the most since it kind of does no damage. Iridium, tungsten, and iron all get a de buff effect that lowers armor regeneration effects for 1.5 secs. The amount would stack but base applied value could be like .5% negating up to a caped 35% of incoming or local armor repairing . One of the new amour skills could be tweaked to reduce the stack cap limit down to like 20 %.
Will that's all folks, hope you enjoyed the read.
Phat man Signing out.
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Fer'isam K'ahn
None Of One
268
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Posted - 2014.08.01 13:39:00 -
[2] - Quote
Are you the same dudes? Are you sure your issues aren't elsewhere ?! |
Tabyll Altol
CTRL-Q Iron Oxide.
7
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Posted - 2014.08.01 14:24:00 -
[3] - Quote
Why removing the immunity to ewar from the supers ???????? I have not seen an argument.
No buff for jamming it is (in my oppinion) much stronger than the other racial ewars.
Why would an ammunition decrease my repping ???
Don-Št see any good reason in one of your ideas.
-1 |
Wu Phat
Caro.
42
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Posted - 2014.08.02 00:54:00 -
[4] - Quote
Tabyll Altol wrote:Why removing the immunity to ewar from the supers ???????? I have not seen an argument.
No buff for jamming it is (in my oppinion) much stronger than the other racial ewars.
Why would an ammunition decrease my repping ???
Don-Št see any good reason in one of your ideas.
-1
Removing the immunity except the warp disruptor perk helps counter the proliferation of the class in general. The Immunity sticker can be compared to a T-Rex holding and a sign that says T-Rex. The sign is not needed to notice how awesome, and how much you need to respect the death deal potential of this great best. Also you don't take on a T-rex that's just moping around bye your self, you call half the world to try and kill it, then take a selfie to show that you where there.
The purposed idea for the electronic counter measure would not be much of a buff. To be balanced the cycle time would in my own opinion need to be doubled or tripled, which pushes the module in itself over a minute cycle time before skills or other modules reduce the time. That's about the same time to reload your ASB.
In Star trek, the tactic of swapping phaser and/or photon torpedo frequency to better penetrate the enemy ship's shield was on several occasions used. Prime example the Borg. The Borg(Supers) have taking over eve. Resistance is futile. Unless the Moros has loaded Plutonium rounds negating the 90% resisted hull of the Nyx,. So when the Moros fires, the damage is only reduced bye 77% because of the penetration of the round, dealing a little more damage then antimatter. I think everyone agrees more damage is better.
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Emma Muutaras
State War Academy Caldari State
37
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Posted - 2014.08.02 01:59:00 -
[5] - Quote
Idea 1. while i agree it would be a welcome change to make subcaps somewhat more useful against these absurdly massive hp ships, but lets face it the idea looks like its straight from http://themittan(dot)com old mittens does have a ok idea once in awhile (i feel dirty now i need to scrub away the shame)
Idea 2. ECM i feel ecm don't need a buff in fact i would probably argue all EWAR should be chanced based though.
i would change the chance for it to effect to 60% (ships with a bonus to there flavor of ewar get 5% per level to a total of 85% module stats can take it over higher) and eccm modules changed to increase resistance to all ewar by 5% per level (module stats increases resistance further.
Idea 3 your idea of ammo having secondary effects is intriguing not sure about the stats you quote but its something that could be explored on |
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